USH'S MATRIX GAME 2006 SECOND ASSIGNMENT- 'The Monastery'

Started by Captain REX105 pages

Bit of change to mine too...

Ares is not going to try to get out of combat with Agent F. No point, as I'm going to have to stay until San can kick down Agent B. At least he won't be hitting me, right?

"North, head north!" Azrael shouts, still holding the phone.

Question arises, which door of the two more northerly ones do we pick? Not much time to decide, I expect, so Azrael slams open the other door on the eastward side, hoping it's the library door.

"More advice, Finn?" he asks.

I'll follow azrael

Ush, is it at all possibly to potentially use the clocks as weapons? Throwing or otherwise?

Basically no.

"Other way!" says Finn. "There's a northward door in the corridor opposite."

Blah...yeah, go back to my original swap, ST for HL.

OK then,
Well Mors and peoplea re going to have to get him out of there..
i will cover of course... But, yea...

Melkor will stay in the cover, targeting Swat on step 5 with whatever weapon he still has ammunition in. I will tap COC again if possible.

5 to 4 says it is your initiative.

Berserker goes for his foe again. He cuts a slice along the Agent's right arm, and the agent steps back, growling angrily.

Cloud, you wave your sword at the Agent best you can. You miss completely, which was entirely down to bad die rolling but perfectly understandable in the circumstances.

San attacks Agent B. Agent B fallas back, using his forearms to deflect the power out of your blows, activating Agent Defence. San, yuo roll three, three and three successes, but the Agent has a point of Parry, making your final damage six.

Burn, you blast away at the agent, rolling four successes, reduced to three, taking three from his pool this turn.

Balder's last printed order is to go through the door after firing... so he does. Mistaken communication there from San; there was no need to prepare to go through; those two doors are adjacent, as your own map and people's previous moves show. He takes four pool from Agent F.

Combined with Ares' manic firing at close range from the ground- the Agent toweing above him like the one above Morpheus and the Twins in the Reloaded car chase- this costs the Agent its attack this turn.

Melis kicks and propels the Agent down the corridor!

Klez will go for his desperate attack, but it is unlikely to make an Agent vulnerable that quick! he rolls well, six successes, for seven damage, hammering at the Agent at all sides but it remains impassive.

Sirin comes in to your aid with a mighty kick, though having read the Agent rules she will know full well she won't actually knock the Agent away from Klez. But by the skin of her teeth she does attack the surprised Agent hard enough to knock it over...

Barb, you dash on. You are now picking your way amongst dozens of dead SWAT. "This way will do!" calls out Dallas.

Marduk is doing his best to take down those SWAT but he seems unaided now...

Bad guys!

SWAT hosing people down outside!

Agent A Straight Punches Dallas with a HELL of a whack. he flies back into a stone balcony overlooking the mountaise, which cracks open.

Agent D Flings Cloud, trying to throw him clear off the mountain. He doesn't quite make that, but Cloud crashes across the ground for nine damage, and is... well... Thrown.

And now Agent H has strolled onto the scene, looking for targets! Berserker seems closest...

Meanwhile, three SWAT fire at Ares but do a very poor job of it, whilst San is lightly Agented.

SWAT from the Balcony room have moved into the corridor San and Ares are in, and the Clock room.

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MONASTERY BATTLE: Turn 18

Rock garden

Berserker 18 (9/51) (Step 3) ST SS BS AL IB 1 HT CF SE WW NO DiM LA
Knives

Barbarossa 18 (10/6/41) (Step 5, far side) DM CF SP JE PM ST BS HL HC IB EE BT
Twinned Swords*
Knives
Desert Eagle (1/5)

Cloud 18 (8/48) (Step 4) CF ST LA SS HL HT VG JE SP PM PW HC
Sword*

Dallas 17 (Step 5, far side): 37

Klez 18 (4/9/27) (Step 4) KW HL BB CC EE LR BT
Machine Pistols x2 (3/2) (3/2)

Melkor 18 (5/6/42) (Step 4) DM ST SS HT DiM HL CC LR BT EE
H&K (4/0)

Sirin 18 (6/5/33) (Step 4, far side) CF DM ST LA HL HT DiM VG BB CC EE

Marduk 18 (Step 4): 29

SWAT x4 (Step 1): 0

SWAT x2 (Step 6): 0

Agent A (3) (Step 5): 23

Agent C (3) (Step 4): V

Agent D (3) (Step 4): 16

Agent E (3) (Step 3): V

Agent H (3) (Step 3): 0

--

4-Door room

Azrael 18 (9/7/12) (East) CF KW LA ST HL HT DiM HC AL WW BB StS
2 Light Machine Pistols (3/3)
4 Light Pistols (6/6/6/6)

Fire 18 (7/6/7) (East) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana
Ingrams (5)

Mirage 18 (East) (9/7/9) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
Machine Pistol (1/10)

--

Corridor

Balder 18 (6/6/24) (South) DM CF SS LA ST DF BB LR EE SS
2x Beretta 93R (3/7) (3/7)
Nunchuks

--

N/S Corridor

Ares 18 (10/36) (North) PW HL CC EE LR BT 10B
MAC 10 (2/10)

San 18 (11/28) (North) PW CF ST BS HC AL NO SC WW HL VG IB 2
Knives

SWAT x3 (North): 0

Agent F (3) (North): 3

Agent B (4) (North): 6

SWAT x3 (South): 0

---

Balcony

SWAT x1: 0

-

Connecting Corridor

Melis 18 (11/30) (West) CF DM ST LA SS BS SE HC HL HT 2 VG LB
Spear

Agent I (4) (East): 0

--

Clock room

Burn 18 (10/25) (East) HL KW CC EE LR 10B StS
Shotgun* (7/1)
Ingrams (2/7)

Mors 18 (8/4/20) (East) CF KW DM ST LA SS BS HC HT JE SP PM
Katana*
Sais

Hawk 17 (6/5/15) (East) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords
Sword*

Helios 18 (6/5/21) (East) ST KW BS HC VG HL HT LR BT SS SE
Glock 19s x2 (2/5) (2/5)

Hephaestus 18 (8/18) (East) PW CF ST SE AL WW SC NO HL DiM VG HT

Agent G (4) (West): 0

SWAT x3 (East): 0

-----

Card- 4H. Only the Joker remains.

Another Osprey coming in for a firing run this coming turn!

Note- put in Melkor's move. Handy.

San's going to tap HL on Agent B.

Berserker raises his knife to his temple and gives Agent E a nice little salute with a smile.

He then runs down to step 4 and begins to Tap IB to hit Agent D

Edit I will also switch out CF for DiM

The refresh is a certainty so feel free to plan and post those.

Well, only one thing I need to refresh, and that's VG, and I need it, so yeah.

And as the next turn is going to be a refresh, right now would be a really good time to tap stuff.

Ok, well Burn will Tap CC on the three Swats, then Swich it out to get the refesh.
Everyone in the clock room move to attack the agent and try to get as much damage as possible before he powers up.
We just want to knock him down and get through the door.
DO NOT GET IN A PROLONGED FIGHT WITH THE AGENT!
I WILL LEAVE YOU, AND YOU WILL PROBABLY DIE!

Helios will tap SS and fire at the Agent, and will switch LR out.

I am doing the same for the next turn. The action goes a bit quick here, so you can assume I usually continue with my actions, Ush.

(But I think it is good that at least one of your games has a faster pace.. OT-SW definately suffered from the opposite).

That'd be shooting down SWAT, hoorah!

Melis will dash through the door and join the others in the Clock room.

Ares will continue his frantic firing as he scrambles off of the floor.

Question: Does a 10B tap stop when you run out of ammo, even if you have Lightning Reload loaded?

Mors, what's the plan?

And Ush, how many people can engage an Agent in close combat at once?